Hybrid game · tactile components · scoring · documentation · media layer


UJESCA

A hybrid game system that connects tactile components, rules, scorekeeping, sound, and recorded evidence into a reviewable play experience.

My roleGame designer, Rule writer, Documentation lead, Media curator
Duration2024 project
ToolsPhysical prototyping, PDF documentation, audio, video, photography
UJESCA game design cover artifact
Lead visual documenting the physical layer of the game system.

Game designer work completed as a 2024 project

Game designer

Defined the game objective, turn structure, player actions, and scoring logic so the hybrid system could be played and reviewed.

Rule writer

Translated the game concept into setup instructions, gameplay steps, and scorekeeping language for first-time players.

Documentation lead

Organized photographs, PDFs, and supporting media so the physical game could be understood after the play session.

Duration

Completed as a 2024 project with additional revision notes for future playtesting.


UJESCA

UJESCA was developed as a course project focused on hybrid play. The work combines physical materials, written rules, score documentation, and media evidence so reviewers can understand both the play activity and the supporting system.

The product is a playable game package. It must communicate setup, player actions, score movement, and feedback clearly enough for first-time players to begin without repeated explanation.

UJESCA game design cover artifact
Lead visual documenting the physical layer of the game system.

Defining the user challenge and success criteria

Problem

Players often struggle with new hybrid games when rules, objects, turns, scoring, and media cues are separated across different materials.

Goal 01

Make the game objective clear during setup.

Goal 02

Make scoring and turn progression easy to track.

Goal 03

Use visual and media evidence to make the physical system understandable after the play session.


Methods, questions, and mixed evidence summary

Methodologies

  • Material review of game components
  • Rule clarity review
  • Artifact documentation review
  • Informal peer feedback during setup and explanation

Questions Asked

  • What do first-time players need to know before touching the materials?
  • Which components require clearer labels or hierarchy?
  • Can players explain how scoring works after one review of the rules?
  • Which evidence best communicates the game after the session ends?

Quantitative & Qualitative Summary

Small-group feedback was directional rather than statistically representative. The clearest success marker was whether players could explain the objective, turn order, and scoring logic without repeated clarification.

Qualitative Notes

Qualitative notes emphasized orientation, confidence, and the need for visible relationships between components, rules, and score feedback.


What the research and critique revealed

User Quotes

"I need to know what piece I should look at first."
"The score makes more sense when I can see the board and the rule sheet together."
"The photos help me understand the game even when I am not playing it."

Pain Points

  • Setup information can feel scattered across materials.
  • Players may not immediately connect physical pieces to rule steps.
  • Scorekeeping needs to remain visible during play.

Emotional Themes

  • First-time uncertainty
  • Need for orientation
  • Tactile curiosity
  • Confidence through visible feedback

Design Takeaway

The strongest direction was to treat onboarding as part of the game system, because player confidence depends on knowing how rules, materials, and score feedback connect.


User segments and emotional context

First-Time Player

Needs a quick explanation of objective, turn order, and scoring before committing to play.

Design Reviewer

Needs enough visual and written evidence to evaluate the system without being present for the original session.

Says

What do I touch first?

Thinks

I want the rule system to feel organized, not hidden.

Does

Looks between components, instructions, and score materials.

Feels

Curious, cautious, and more confident when feedback is visible.


Directions identified from the evidence

  1. Insight 01

    Orientation is a design feature

    Hybrid games need onboarding that connects materials to rules before play begins.

  2. Insight 02

    Score visibility builds confidence

    Players feel more in control when they can track progress without asking for confirmation.

  3. Insight 03

    Evidence extends the session

    Photos, PDFs, audio, and video allow the game to be evaluated after the physical play moment ends.


Recommended design response

Setup flow

Introduce objective, components, turn order, and scoring in that sequence.

Material labeling

Use clearer labels or visual grouping so players can connect objects to actions.

Score support

Keep score feedback visible and close to the active play area.

Documentation package

Use photos, PDFs, and media clips as a complete review set.

Brief user flow

Read setup -> Identify materials -> Take turn -> Record score -> Review outcome

UJESCA physical game material one
Artifact 01Physical play material
UJESCA physical game material two
Artifact 02Game component detail
UJESCA scoreboard or interface artifact
Artifact 03Scoring and structure

What this project taught me

UJESCA taught me that hybrid games require explicit orientation because the user must move between instructions, objects, scorekeeping, and social play.

The strongest lesson was that documentation is part of the design. If the rules and artifacts cannot be reviewed after the session, the system becomes harder to evaluate and improve.

In a future iteration, I would test the setup with more first-time players and revise the onboarding material based on where they hesitate.